mutter/cogl/cogl-vector.c
Robert Bragg fa22ee0e8d math: Adds an experimental cogl_vector3_* API
This adds a math utility API for handling 3 component, single precision
float vectors with the following; mostly self explanatory functions:

cogl_vector3_init
cogl_vector3_init_zero
cogl_vector3_equal
cogl_vector3_equal_with_epsilon
cogl_vector3_copy
cogl_vector3_free
cogl_vector3_invert
cogl_vector3_add
cogl_vector3_subtract
cogl_vector3_multiply_scalar
cogl_vector3_divide_scalar
cogl_vector3_normalize
cogl_vector3_magnitude
cogl_vector3_cross_product
cogl_vector3_dot_product
cogl_vector3_distance

Since the API is experimental you will need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h if you want to use
the API.
2010-05-20 17:18:24 +01:00

285 lines
6.1 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#include <cogl.h>
#include <cogl-vector.h>
#include <glib.h>
#include <math.h>
#include <string.h>
void
cogl_vector3_init (CoglVector3 *vector, float x, float y, float z)
{
vector->x = x;
vector->y = y;
vector->z = z;
}
void
cogl_vector3_init_zero (CoglVector3 *vector)
{
memset (vector, 0, sizeof (CoglVector3));
}
gboolean
cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
{
CoglVector3 *vector0 = (CoglVector3 *)v1;
CoglVector3 *vector1 = (CoglVector3 *)v2;
g_return_val_if_fail (v1 != NULL, FALSE);
g_return_val_if_fail (v2 != NULL, FALSE);
/* There's no point picking an arbitrary epsilon that's appropriate
* for comparing the components so we just use == that will at least
* consider -0 and 0 to be equal. */
return
vector0->x == vector1->x &&
vector0->y == vector1->y &&
vector0->z == vector1->z;
}
gboolean
cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0,
const CoglVector3 *vector1,
float epsilon)
{
g_return_val_if_fail (vector0 != NULL, FALSE);
g_return_val_if_fail (vector1 != NULL, FALSE);
if (fabsf (vector0->x - vector1->x) < epsilon &&
fabsf (vector0->y - vector1->y) < epsilon &&
fabsf (vector0->z - vector1->z) < epsilon)
return TRUE;
else
return FALSE;
}
CoglVector3 *
cogl_vector3_copy (const CoglVector3 *vector)
{
if (vector)
return g_slice_dup (CoglVector3, vector);
return NULL;
}
void
cogl_vector3_free (CoglVector3 *vector)
{
g_slice_free (CoglVector3, vector);
}
void
cogl_vector3_invert (CoglVector3 *vector)
{
vector->x = -vector->x;
vector->y = -vector->y;
vector->z = -vector->z;
}
void
cogl_vector3_add (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
{
result->x = a->x + b->x;
result->y = a->y + b->y;
result->z = a->z + b->z;
}
void
cogl_vector3_subtract (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
{
result->x = a->x - b->x;
result->y = a->y - b->y;
result->z = a->z - b->z;
}
void
cogl_vector3_multiply_scalar (CoglVector3 *vector,
float scalar)
{
vector->x *= scalar;
vector->y *= scalar;
vector->z *= scalar;
}
void
cogl_vector3_divide_scalar (CoglVector3 *vector,
float scalar)
{
float one_over_scalar = 1.0f / scalar;
vector->x *= one_over_scalar;
vector->y *= one_over_scalar;
vector->z *= one_over_scalar;
}
void
cogl_vector3_normalize (CoglVector3 *vector)
{
float mag_squared =
vector->x * vector->x +
vector->y * vector->y +
vector->z * vector->z;
if (mag_squared > 0.0f)
{
float one_over_mag = 1.0f / sqrtf (mag_squared);
vector->x *= one_over_mag;
vector->y *= one_over_mag;
vector->z *= one_over_mag;
}
}
float
cogl_vector3_magnitude (const CoglVector3 *vector)
{
return sqrtf (vector->x * vector->x +
vector->y * vector->y +
vector->z * vector->z);
}
void
cogl_vector3_cross_product (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
{
CoglVector3 tmp;
tmp.x = a->y * b->z - a->z * b->y;
tmp.y = a->z * b->x - a->x * b->z;
tmp.z = a->x * b->y - a->y * b->x;
*result = tmp;
}
float
cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b)
{
return a->x * b->x + a->y * b->y + a->z * b->z;
}
float
cogl_vector3_distance (const CoglVector3 *a, const CoglVector3 *b)
{
float dx = b->x - a->x;
float dy = b->y - a->y;
float dz = b->z - a->z;
return sqrtf (dx * dx + dy * dy + dz * dz);
}
#if 0
void
cogl_vector4_init (CoglVector4 *vector, float x, float y, float z)
{
vector->x = x;
vector->y = y;
vector->z = z;
vector->w = w;
}
void
cogl_vector4_init_zero (CoglVector4 *vector)
{
memset (vector, 0, sizeof (CoglVector4));
}
void
cogl_vector4_init_from_vector4 (CoglVector4 *vector, CoglVector4 *src)
{
*vector4 = *src;
}
gboolean
cogl_vector4_equal (gconstpointer *v0, gconstpointer *v1)
{
g_return_val_if_fail (v1 != NULL, FALSE);
g_return_val_if_fail (v2 != NULL, FALSE);
return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE;
}
CoglVector4 *
cogl_vector4_copy (CoglVector4 *vector)
{
if (vector)
return g_slice_dup (CoglVector4, vector);
return NULL;
}
void
cogl_vector4_free (CoglVector4 *vector)
{
g_slice_free (CoglVector4, vector);
}
void
cogl_vector4_invert (CoglVector4 *vector)
{
vector.x = -vector.x;
vector.y = -vector.y;
vector.z = -vector.z;
vector.w = -vector.w;
}
void
cogl_vector4_add (CoglVector4 *result,
CoglVector4 *a,
CoglVector4 *b)
{
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
result.w = a.w + b.w;
}
void
cogl_vector4_subtract (CoglVector4 *result,
CoglVector4 *a,
CoglVector4 *b)
{
result.x = a.x - b.x;
result.y = a.y - b.y;
result.z = a.z - b.z;
result.w = a.w - b.w;
}
void
cogl_vector4_divide (CoglVector4 *vector,
float scalar)
{
float one_over_scalar = 1.0f / scalar;
result.x *= one_over_scalar;
result.y *= one_over_scalar;
result.z *= one_over_scalar;
result.w *= one_over_scalar;
}
#endif